Search found 56 matches
- Thu Jan 20, 2022 2:56 pm
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 366
Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
Now knowing that it's property tree related I've done more investigating and this behavior applies in 3 cases (see https://forums.factorio.com/viewtopic.php?p=560285#p560285 ). And for anyone finding this through search, you can actually set LuaGuiElement::caption to a LocalisedString containing Lua...
- Thu Jan 20, 2022 2:49 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24229
Re: Small documentation improvement requests
LuaProfiler says "They can be used anywhere a LocalisedString is used." However there are 3 locations I found where LocalisedStrings are part of property trees causing this to not apply (meaning LuaProfilers are not usable). I'm pretty sure I've gone through and tested all data structures...
- Thu Jan 20, 2022 1:45 pm
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 366
Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
I see, that makes a lot of sense. I will simply ask for a note about that on the LuaProfiler page, since the reason why I thought it was a bug was because LuaProfiler says "They can be used anywhere a LocalisedString is used." I'll make a post in https://forums.factorio.com/viewtopic.php?f...
- Thu Jan 20, 2022 1:06 am
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 366
[1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
What When trying to assign a LocalisedString to LuaGuiElement::caption that contains or is a LuaProfiler it errors: Value must be a string in property tree at ROOT.caption[...] Expected I would expect it to accept the LuaProfiler and show its elapsed time/duration. On save load I would expect it to...
- Mon Jan 10, 2022 4:44 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24229
Re: Small documentation improvement requests
The description for `scroll_mode` for LuaGuiElement::scroll_to_item mentions "scroll-pane", contrary to the function's (correct) description saying "listbox". The description for `scroll_mode` for `scroll_to_element` seems to be identical, it is correct in that case, just make s...
- Wed Nov 24, 2021 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
- Replies: 4
- Views: 672
Re: [1.1.47] Tips & tricks (modded) prototype error at load time
According to my tool there are 0 (latest 1.1 releases of) mods on the portal with `unlocked-recipe` in any of their .lua files, and I believe this to be accurate. While I agree that keeping docs up to date is important, and adding a notice in the changelog is good as well, I am incredibly happy to s...
- Tue Oct 26, 2021 1:52 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
- Replies: 3
- Views: 1275
Re: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Oh good point, it's not addressed in regular Lua. I'll see about reporting it to them, though I'm far less confident reporting to them.
Regardless, if it is addressed in upstream Lua, I will let you know
Regardless, if it is addressed in upstream Lua, I will let you know
- Tue Oct 19, 2021 6:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
- Replies: 3
- Views: 1275
[1.1.42] Crash when getting debug info in bytecode with null local debug names
What When Lua tries to get the debug synbol name / varname for a register it crashes if that register currently has a "local" name that is `NULL` (or 0 or nullptr, whichever you prefer). Expected I'd expect Lua not to crash, and I believe it is because this function assumes that all varna...
- Sat Aug 21, 2021 9:51 pm
- Forum: Modding help
- Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
- Replies: 8
- Views: 1104
Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
We have done some profiling as a group effort in the discord and have noticed that by far the slowest mod in this case is fCPU. You can see the report for details. As for what you can do... well Removing the mod, trimming and then adding the mod again isn't really an option. So, unless i'm terribly ...
- Fri Aug 06, 2021 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
- Replies: 2
- Views: 3526
- Mon Jul 12, 2021 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
- Replies: 2
- Views: 3526
[Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
When ghost dragging substations next to unpowered entities the substation ghosts get placed too early/close to each other resulting in coverage overlap. Example.png Reproduction Place entities like steam engines or assmeblers in a row, for example using this BP: 0eNqN1cFqhDAQgOF3mXO27CRxo3mVUorbDktg...
- Sun Jun 27, 2021 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
- Replies: 2
- Views: 1352
Re: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Nice! Really wasn't expecting a fix so this is a happy surprise
- Wed Jun 23, 2021 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
- Replies: 2
- Views: 1352
[kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Note First of all i'm just reporting this to explain how it happened so you aren't confused by the auto uploaded crash report. I personally don't consider it fix-worthy. The ultimate reason it happened was because i had to create my own `base` mod in order to create a new save using `--create foo` ...
- Tue Jun 22, 2021 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
- Replies: 2
- Views: 625
Re: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Great to hear!
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
- Thu Jun 10, 2021 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
- Replies: 2
- Views: 625
[kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
There are several cases where smart belt dragging ends up placing belts on the incorrect row or column or the belts are facing the opposite direction. These are just 3 cases i managed to reproduce. Syntax: starting with belts facing north (^) . = start ^ > v < = move cursor one tile in that directio...
- Mon Dec 07, 2020 3:54 am
- Forum: Modding discussion
- Topic: Wider error notice boxes?
- Replies: 6
- Views: 1085
Re: Wider error notice boxes?
Alright, well it's a mod now: https://mods.factorio.com/mod/WiderNoticeTextBoxes
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.
- Fri Dec 04, 2020 12:47 pm
- Forum: Modding discussion
- Topic: Wider error notice boxes?
- Replies: 6
- Views: 1085
Re: Wider error notice boxes?
I'll just weigh in with my opinion: that box isn't there for us modders. It's there for players to copy the stack trace and send to us. With debugadapter and VSCode you get immediate access to not only the line that broke, but a full stack trace, complete with variables (including up-values) and th...
- Fri Dec 04, 2020 1:15 am
- Forum: Modding discussion
- Topic: Wider error notice boxes?
- Replies: 6
- Views: 1085
Wider error notice boxes?
Intro You can safely skip to the TL;DR. I just go over details and context. Background So with longer file names or bigger folder structures or function names, it's not uncommon to see error notice boxes like these: Screenshot 2020-12-04 014858.png where the lines start with: __modname__/ 'function...
- Tue Nov 24, 2020 10:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
- Replies: 5
- Views: 1578
Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Reproduction: It seems very circumstancial but this is pretty consistent... load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it import the bp string open it remove the right belt confirm the fol...
- Wed Nov 04, 2020 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
- Replies: 2
- Views: 653
Re: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
LuaPlayer::get_active_quick_bar_page returning nil is correct behavior and is well documented. Oh right, sorry. Always embarrassing when you don't read something that's right in font of your face. Issue was already fixed (for 1.1) by adding a range check for the page_index. If it will be out of acc...